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Posts by mariofreak4500

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Hi everyone,

Is there any patch or hex edit that can be used to make Colors 0-5 on Palette 8 to be included in the Player Palette? As of right now, only 6-F can be used, but I would like to have the entire row at my disposal for each palette variation.

Is this possible/practical to do? I hope this makes sense.

Thank you.


P.S.

I am aware of the other sprites that use those colors (monty moles, keys, P-Balloon, etc.), and plan to recolor them to a different row.
mariofreak4500
Is it possible to change the flying mechanic when you have a blue shell in Yoshi's mouth on a per powerup basis? In the original game, a blue shell without a feather would make the player have to repeatedly tap the jump button to ascend higher for a fixed vertical distance, whereas a cape feather would allow you to simply hold jump button to ascend indefinitely.

I am using LX5's Custom Powerups and want to be able to modify the ability to tap or hold the button AND the value of height you get with each button press - each varying depending on the powerup.

I hope this was explained well enough and is practical. Was not exactly sure where to look for this in either the ROM or RAM.

Thank you.
mariofreak4500
I am using LX5's Custom Powerups patch, which includes the Super Leaf from Super Mario Bros. 3. Lots work well, but there is a problem with how it initially handles the player & Yoshi flying with a blue shell. As of now, I think the problem lies within the asm file cape_engine.asm.

Code
cape_tap:
	lda !cape_settings
	and #$20
	bne .tap
	lda $15,x
	bpl .code_00D924
.continue
	lda !cape_button_timer
	sta $14A5|!base2
	jml $00D90D|!base3
.code_00D924
	jml $00D924|!base3
.tap	
	lda $16,x
	bpl .code_00D924
	bra .continue


Also including the hijack in a separate file also called cape_engine.asm:

Code
org $00D904|!base3
!a	jml cape_tap


The hijack changes four bytes from "B5 15 10 1C" to "5C D8 93 94" which creates the signature "tap the button to ascend or descend slowly" style of the Super Leaf. The original values have the Yoshi Wings work fine, but results in the super leaf acting like the feather.

Is there a way this code can be rewritten or modified to prevent $00D904 from being hijacked and store/use the values for the super leaf somewhere else in the ROM - such as $0FF21F?

Feel free to leave questions if anything is unclear. And a big thanks to Thomas for guiding me towards finding the root of this issue.
mariofreak4500
This problem has been self-solved.


The issue was due to the value for !cape_button_timer not being set until AFTER the player has obtained the super leaf. So upon turning on the game, the ascending timer is defaulted to $00, making the player feel extremely heavy when trying to fly with Yoshi wings. After the player gets a super leaf, the value is changed to $08 and thus removing the problem.

The issue is fixed by setting the ascending timer value during small mario phase so it is always set.
mariofreak4500
Hi,

Sorry if this is a silly question but what do I do with disassembled sprites? Are they to be inserted as custom sprites just like all other custom sprites, or are they supposed to be inserted a different way? Just wanting to be sure I am not missing anything crucial.


Thank you.
mariofreak4500
Hey all,

I am hoping to find a way to make all four Cheep-Cheep tiles appear in a single sprite back (preferably SP3). STEAR mentions that "The flopping frames are forced onto page 1. This can be changed with a hex edit." Does this mean that there is a hex edit that makes the four tiles all in the first or second page? If so, where can I find this hex edit?

All I have found is this, but this is not what I am looking for:

$01B10F: Change to 00 to switch the GFX pages used by the swimming and flopping Cheep-Cheeps


Thank you.
mariofreak4500
Hey all,

It seems that the tile 80 in SP1/2 (the berry tile) has a special code on it that forces the tile to use colors 8-F instead of the entire palette row. I cannot find any information on this and whether or not there is an edit to remove this.

Is there a way to make these tiles (80, 81, 90, 91) use the entire palette?

Thank you.
mariofreak4500
Thank you meatloaf, that was the solution!
mariofreak4500
Hi all,

I would like to have a question block that acts just like a Yoshi block but instead gives the player a flying red coin instead of a 1-up if the player already has a Yoshi. Based on the ROM map, there is no way to change the 1-up to the flying coin on the extended object, so it seems the only way to do this is with a custom block.

MarioFanGamer's custom question blocks include a line of code with the variable "item_memory_dependent" which I have set to 1. But the problem is that I cannot figure out how to get the item memory to work properly so the block will remain empty even after going in and out of sublevels. It requires Objectool but I simply do not understand the instructions.

Would anyone be willing to walk me through the process to help make this work?

Thank you.
mariofreak4500
Thank you for the responses. Turns out I was following the instructions as they were written, but I think the code update provided by meatloaf is what did the trick. So it all works now.

Thank you.
mariofreak4500
Hi all,

Is there a waterfall block that acts just the same as the SMB3 waterfalls? There are some waterfall blocks in the Blocks section but they do not provide the exact same function.

Just curious if there's one for download.

Thanks and regards.
mariofreak4500
Hi everyone,

Is it possible to change the palette that the Overworld level names use? They currently use palette 6 (the layer 3 8-bit palette 6), but I would like them to instead use palette 3 if this is doable.

Second, how can I change the palette of the Overworld arrows? The ones that appear when you press start on the main overworld map.

Thank you kindly.
mariofreak4500
Thank you, Thomas. Your code for the level names appeared to do the trick without any foreseeable consequences. Fast and easy too!

However, the arrow code appears to cause some issues. Firstly, the bottom tiles on the right arrow do not display properly. Second, after pressing Start making the arrows appear, pressing up no longer works and moving the camera can cross the overworld borders and loop. After pressing pause again, the game hardlocks.

Do you suspect it can be an easy fix?

Thank you again.
mariofreak4500
Thank you, again, Thomas. That did the trick and thank you for an easy explanation.

Lastly, (only because I did not figure this when making the initial thread), is it also possible to change the palette of a few extra things? The entire purpose of this is to condense as much as I can to put as many colors on the overworld without sacrificing the event fading effect.

Is there a similar method to changing the palettes of - the lives counter, the lives exchange, and the arrow on the lives exchange? I cannot think of any other layer 3 elements used on the overworld. I hate to ask too many questions, but any help works. It has been difficult to find this information in the ROM Map.

So I am grateful of your help, Thomas.
mariofreak4500
Thank you, Thomas. It all works like a charm. Since there is that Miscellaneous tile editor that lets you edit the "Save and Continue" text, there is nothing else that needs to be modified except for the small arrow that accompanies the save menu and game over menu. Would you agree? I simply cannot think of anything else.
mariofreak4500
Hi everyone,

I am using the vanilla path-fade effect on my ROM hack. Am I limited to using the tiles only in FG1 and FG2 for transitioning tiles? It seems when I use, for example, FG3 tiles in an path-fading event, it does not have a smooth fading transition. Instead of a smooth fade, it shows the corresponding tile in FG1 during the transition, and obviously looks glitchy and a mess.

Is this a known limitation of the original path fading effect? Are there ways around it?

Thank you
mariofreak4500
Thank you Kevin, that explanation makes perfect sense and is sort of what I expected. I will simply work around it and utilize the vanilla system as best I can.
mariofreak4500
Hi everyone,

It seems that when colors 8-F are used for the overworld fade effect, they do not fade correctly, usually having a glitchy color appear instead of a smooth fade. Even if I make the colors in the corresponding rows 0-3 match the 4-7 row colors or make them black entirely, it still shows any all the colors 8-F turn black during the fade effect.

I am wondering if there is a way to get these colors to work like how colors 0-7?

Any help is appreciated. Thank you.
mariofreak4500
Thank you Thomas. I figured it was something underneath the hood as you described it.

Do you know if there is a tool that can be used to dynamically change the overworld palette depending on the player's coordinates? I have seen resources for a similar tool but it is for changing the overworld music, not the palette. Just trying to use as many colors as I can without sacrificing the fading effect.

Thanks again.
mariofreak4500